Anarchy is alive and well in the Shards known collectively as the Shoals. A
more tumultuous and varied collection of governments, cultures, and peoples is
not to be found among the Shards. Individuality is strong and variation is
engendered by infusions of new ideas from nearby peoples. Most combatants
practice a personal style which is an amalgamation of techniques and abilities
that a particular stylist finds well suited to their strengths and preferences.
However, the concept of warrior brotherhoods and structured fighting styles is
not unknown to these embattled and chaotic lands.

One such brotherhood and style combined is the infamous Sons of Khomar.
Composed of hardened and vicious fighters of every stripe, the brotherhood is a
fraternal gathering of dirty fighters and street brawlers that fight for sport,
profit, and enjoyment. A loose organization, those who pass the grueling
initiation are mentored into the brotherhoods style and way of life. An ancient
group, their full origin is lost to antiquity, but it is known that the
legendary never do well of old, the black-hearted villain known as Khomar, was
its progenerator.

Individual Sons do as they please, wandering where they will and practicing
their bloody trade as mercenaries, pirates, thugs, killers, pit fighters, or any
other way by which they can make a living via their martial skills. Among the
Shoals they have a reputation as dangerous and canny opponents, and are
generally given wide berth.

They generally fight bare-fisted and are therefore generally thought to be
insane as well as dangerous; however they are generally quite calculating in
combat, though many cultivate a certain manic appearance and behavior.

Class AbilitiesWeapon and Armor Proficiencies: No weapon or armor proficiencies are
granted by this prestige class.

Khomari Barehanded: All of the below abilities except Uncanny Dodge are
only usable when a practitioner is fighting barehanded. Furthermore, the
practitioner cannot use any of these class abilities if wearing medium or heavy
armor, or while encumbered.

Fists like Iron: At 1st level the Son of Khomar has begun to learn the
basics of landing fearful blows. The Son of Khomar gains Weapon Specialization:
Bare Handed. Furthermore, the Son of Khomar may choose to do normal or subdual
damage barehanded without incurring the normal –4 penalty to hit. This is an
extraordinary ability.

Body Weapon: At 2nd level the Son of Khomar has begun to learn the basics
of using his entire body to attack in conjunction. When using the full attack
action the Son of Khomar may take an extra attack at his highest base attack but
that attack and all others made in the same round suffer a –2 penalty apiece.
This is identical to the Monk Flurry of Blows ability described on page 39 of
the PHB. This is an extraordinary ability.

Pounding Blows: At 3rd, 6th, and 9th levels the Son of Khomar has further
developed the ability to inflict pain and damage upon foes. At 3rd level, the
Son of Khomar’s bare handed damage is increased one increment; if medium size
this is 1d6 damage, if small this is 1d4. At 6th level the Son of Khomar’s
bare handed damage is increased to 1d8 if medium size or 1d6 if small. Finally,
at 9th level the Son of Khomar’s bare handed damage is increased to 1d10 if
medium and 1d8 if small. This is an extraordinary ability.

Infighting: At 4th level the Son of Khomar has become adept at fending
off would-be grapplers. The Son of Khomar gains Close Quarters Fighting (Sword
and Fist) as a bonus feat.

Uncanny Dodge: At 4th and 8th levels the Son of Khomar gains a level of
Uncanny Dodge. At 4th level the Son of Khomar no longer looses his Dex bonus to
AC when caught flat footed. At 8th level the Son of Khomar can no longer be
flanked under normal circumstances. This functions identically to the Rogue and
Barbarian ability of the same name, and is stackable with both as described on
page 56 of the PHB (thus a Rogue 7/Son of Khomar 4 would have the Uncanny Dodge
of an 11th level Rogue).

Nerve Wracking: At 5th level the Son of Khomar has learned to strike in
vulnerable areas, inducing disorientation and wracking pain in opponents. The
Son of Khomar gains Stunning Blow as a bonus feat.

Cruel Deeds: At 7th level the Son of Khomar has learned to hit where it
hurts the most. When choosing to inflict subdual damage barehanded, his critical
threat range becomes 19-20 and the multiplier becomes x3. This can be further
enhanced by use of other feats or abilities applied to fighting bare handed,
which treat this enhanced threat range and multiplier as the Son of Khomar’s
base. This is an extraordinary ability.

Holds and Reversals: At 8th level the Son of Khomar has learned to
extended his grappling skill. The Son of Khomar gains a +2 competence bonus to
all grapple checks.

Lethal Strikes: At 10th level the Son of Khomar has learned to hit where
it hurts the most while doing lethal damage. When choosing to inflict normal or
subdual damage barehanded, his critical threat range becomes 19-20 and the
multiplier becomes x3. This can be further enhanced by use of other feats or
abilities applied to fighting bare handed, which treat this enhanced threat
range and multiplier as the Son of Khomar’s base. This supercedes Cruel Deeds.
This is an extraordinary ability.